View Full Version : Environment, Nature studies using SpeedTree for a game
07-12-2005, 03:45 PM
These scenes are used to prototype an outdoor nature scenerey. I have used SpeedTree and only 1 direct light and default fog in 3DMax to keep the setting close to ingame capable content.
The polycount is 15000 with no lods integrated.
The goal was to make it look like a "good old painting", even slightly comic style.
Like a technical improved version of the World of Warcraft nature sceneries.
Hope you like it !
Scene 1: Sunny
Scene 1: Rainy
Scene 1: Sunny, Detail
Scene 1: Sunny, Overview
Scene 2: a camp in the woods
07-12-2005, 06:20 PM
Pretty, I like these. Nicely lit.
The water bump is a bit higher frequency than I've seen in any game or demo, usually they're a lot lower-res than this. The water in FarCry and Half-Life 2 comes to mind.
Most gamers don't turn on their card's antialiasing. And even if they did, the SpeedTree foliage is clipmapped, which isn't antialiased unless you do some fancy tricks. It looks like you're using anti-aliasing here.
Bethesda is doing a good job with SpeedTree in Oblivion. Might be worth a look.
Is this for prototyping a proposed game?
07-13-2005, 01:02 PM
I'm really impressed, I've myself thought about making a image like your first one.
SpeedTree eh, I will note that name in my head.
07-13-2005, 01:28 PM
SpeedTree demos here...
Another thing I noticed about your renders is that you're rendering the trees and foliage in the reflections... most games that use trees will not render them into the water reflection (FarCry for example), since it is not that noticable that they're missing (until you know to look for it) and it takes more processing time which typically lowers the framerate. Not a big deal, just something interesting to think about.
07-13-2005, 08:43 PM
all those trees have leafs faced to camera??
07-14-2005, 12:43 AM
Yes. That's how SpeedTree works. Except they combine 4-10 leaves into a single texture, then draw that on a sprite. They also use LODs to reduce vertex count on distant trees.
Download the demos, you can examine at will exactly what's going on. And you can see the textures they use too. They do a great job.
07-19-2005, 06:47 PM
I am BALONE AWAHAY! I started looking at the pics before I read your entry and I thought that they were concept paintings, really good ones. I have not really done anything organic as far as environment modeling. This is very inspiring (and a bit intimidating). I'll have to check speedtree out. I'm wondering if they also have a speedbush or speedshub that could help me. I'm going to be starting on a game environment from a concept painting I did (http://www.gaboonart.com/images/ToraCastleFinalcopy.jpg) and hope to have it look half this good. Great job! Keep it up!
07-24-2005, 09:51 PM
'just want to say wow :)
07-24-2005, 10:14 PM
Ok that settles it.
I must get SpeedTree.
That looks fantastic. I would be intrested to see how it applys and runs in a game engine though. That much detail, I am afraid it would be laggy for most people.
07-26-2005, 09:06 AM
Interesting to note Unreal 3 has Speedtree integration... Looks really nice, too. =)
07-26-2005, 06:40 PM
"will not render them into the water reflection (FarCry for example)"
Just noticed this. Not sure about how lower end systems handle this, but FC does render trees in the water (for my system at least.)
07-26-2005, 06:40 PM
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